Conception Ion Storm began developing
Anachronox in 1996, funded by
Eidos Interactive as part of a three-game deal alongside
Daikatana and an unplanned third game. Formal announcement followed in April 1997, promising a third-quarter 1998 release. Tom Hall, veteran designer and one of the founders of Ion Storm, helmed the project and originated most of its story and design. Other founding members of the team were Todd Porter (producer), Jake Hughes (associate producer and director of cinematics), Ben Herrera (artist), Brian Eiserloh (programmer), and David Namaksy (lead mapper). Hall first conceived
Anachronox in his bathroom, prompting him to install a whiteboard and sound-recorder in his shower, as well as several notepads around his house for future ideas; He wrote a 460-page design document (completed in May 1997) outlining the universe of
Anachronox, beyond the game's scope; Hall made plans for two
expansion packs from the outset of development, owing to the huge story. Hall noted in mid-1997, "Not since
Keen has a universe been so clear in my head." Hall remarked that the characters were facets of his childhood. Hall enlisted producer Jake Hughes to direct cut scenes; Hughes had previously worked on several short independent films. Hall remarked, "All these games switch to cutscenes that look five hundred times better than the game. The secret is not to let the cutscenes kick the game's ass." The team would implement engine support for
32-bit color, particle systems, a spline-based camera scriptor, facial deformations, and lip-synching. By the end of 1997, Hall had scripted interaction with 130 non-player characters for 160 planned locations. previewers drew parallels with the
Final Fantasy series and
Ultima III. Hall also drew dramatic inspiration from a scene in
Chrono Trigger in which the characters discuss the theme of regret around a campfire. Ion Storm worked with
QuakeEd developer Robert Duffy to create QERadiant, later adapted to ION Radiant. Ion Storm developed tutorials and documentation for each tool. Hall implemented a "grow as you play" philosophy, choosing to show certain features and statistics (like "Beat" or the use of MysTech) only after the player enabled their use. Tom Hall was impressed with Brown's work, particularly music for the planet Democratus. Tom Hall planned for each character to have their own theme music, and for songs to change via interaction or exploration. Sound programmer Henrik Jonsson implemented 3D sound and other capabilities using the
Miles Sound System.
Promotion and later development Ion Storm debuted a trailer for the game at
E3 1997. The team worked several long nights and slept in a cardboard fort (named "Fort Nox") in the office to prepare the trailer. Hall continued writing and designing; he invented the Brebulan language by creating several phonemes and glyphs of the letter 8 turned on its side. The game would suffer serious delays in its production. Eidos regularly sent producer James Poole to Dallas to check progress. and assured inclusion of a multiplayer mode. Tom Hall touted, "It is going to be very cinematic and about as non-linear as you can get. Some levels will be bigger than anything ever seen in a 3-D environment. We are really pushing the engine for this, with loads of textures." Developers made two demonstrations; the second featured lasers, lens flare, and volumetric fog. The gaming press received
Anachronox well; one reporter wrote the game was "stunningly beautiful...[with] some of the most superb effects ever seen in a computer game, including rippling water, stunning laser lights and shadow effects". Ion Storm planned for a 1999 release, Among the game's maps developed in 1998 were Hephaestus (polished by David Namaksy); Whitendon (
Iikka Keränen); Democratus, "Matrix 0", and certain interiors of Anachronox (Larry Herring); and the city of Limbus (Rich Carlson). That November, several developers at Ion Storm departed to form their own company; among them was David Namaksy, lead level designer for
Anachronox. Leaked e-mails evidencing leadership struggles at Ion Storm the following January eroded morale among the remaining team. Ion Storm decided to produce a sequel for
Anachronox around early 1999, feeling there would otherwise be too much content for one game, requiring prohibitive costs and delays. Team member Brian Eiserloh noted that several art assets had already been created for the sequel. Ion Storm launched the
Anachronox website in early 1999 with a movie-style
trailer. Tom Hall featured four
Anachronox non-player characters in his online tongue-in-cheek spoof of
Kasparov versus the World. Among the game's maps completed in 1999 were the Bricks slums of Anachronox (Seneca Menard), Ballotine (Josh Jay), Sender Station (Lee Dotson), others parts of Democratus (Matt Sophos), the Casinox area of Anachronox (Brian Patenaude), and the junkyard maze of Anachronox. Tom Hall reported in 1999 that an option was being developed to remove adult themes, later manifested as an option to turn off profanity. He noted, "we're not above degrading our main character." Ion Storm showed off the mini-game at E3 2000, drawing humored reactions. Art director Lee Perry noted in March 2000 that perfecting the battle system was the biggest remaining hurdle for release. Ion Storm promoted a fall 2000 release date in May, and
IGN reported in July that a
Dreamcast port of
Anachronox was planned for production after the PC version's release. Ion Storm issued a clarification that they were only considering a Dreamcast port. The team finished the game's control setup in August. Ion Storm loaned staff to the team of
Daikatana to speed its release in summer 2000. Though losing money, Eidos allowed development of
Anachronox to continue due their high esteem of Tom Hall, as well as a desire not to punish the game's team for the delays resulting from assisting
Daikatana. Hall described weekly bug meetings before release: "you see 100 bugs at the start of the week, fix the 80 you can replicate, and then meet the next Monday to address the 200 bugs they found, fix the 160 you can replicate, then meet to discuss the 400 they found...the time in-between is scary. Usually, the programmers find the bug, then stumble out of their cube, 'we were SO lucky to find that' or 'how did that EVER work?' It's like some bizarre divination method that no one is quite sure how it finds things, but no one wants to 'disturb the mojo'." By June 2001, all dialogue had been recorded and Ion Storm was working on balancing, playtesting, and adjusting gameplay; release was set for the next month.
Anachronox went
gold and shipped to manufacturers in late June.
Release and patches Anachronox was released on June 27, 2001, in North America, July 6 in the United Kingdom, and July 31 in Australia.
PC Gamer packaged a
game demo of
Anachronox with its 100th issue.
The Canberra Times staged a giveaway of three game copies to coincide with its release in Oceania. By the end of 2001, sales of
Anachronox in North America had reached 20,480 units, according to
PC Data.
Vice later estimated sales four months after initial launch at 40,000 units. Team member Lucas Davis compiled the development tools and documentation for
Anachronox and released them in August 2001. Four bug-fixing patches exist for
Anachronox. Ion Storm created the first (1.01), which fixes a buffer overrun crash occurring especially under Windows 2000. Ion Storm released the first patch (1.01) on July 2, 2001, shortly before its offices were shuttered. The second patch (1.02, or build 44) was released in May 2003. This patch overhauls the save-game system, adds taxi-cabs between distant points in the Bricks and provides important stability fixes. It was followed by another patch by Joey Liaw, version 1.02 (build 45), released September 2003. In April 2004, a fan-made
unofficial patch got released (version 1.02 (build 46) which fixes most of the remaining bugs.
Fans have translated the game into German and released a conversion patch. Level designer Rich Carlson released a scrapped secret level for
Anachronox in February 2004 after finding it on an old
floppy disk. == Reception ==